Jonathan Charles Evans
Lead Designer • Live Ops Lead • Creative Lead
Email: jogo@jogosity.com Threads: @Jogosity LinkedIn: Jonathan Evans
Lead Game Designer with 28 years shipped experience across console, mobile, UGC and live-ops. Most recently at Meta, I led Live Ops and monetisation on several Horizon Worlds games, including launching monetisation as a platform feature. Specialist in finding the fun early, then building the systems, economy and content cadence to keep it live.
Key Skills
Creative:
- Game concept and system design
- Team leadership and feature management
- Live-Ops design and strategy
- Narrative Design
- Original IP creation
Leadership:
- Feature ownership
- Scrum Leadership
- Staff recruitment and mentoring
- Production management
Technical:
Experience
Meta • Game Designer • February 2024 to August 2026
- Led Live Ops for Profit or Perish — owned content cadence, schedule, economy tuning and cross-discipline delivery with Data Science, Art and Code.
- Co-designed the core game from inception — defined gameplay, UX and “find the fun” prototyping for an LLM-driven social game.
- Led monetisation strategy for Kaiju City Showdown, helping launch monetisation as a platform feature on mobile Horizon Worlds
Rebellion Warwick • Senior Designer • November 2017 to February 2022
- Level Designer on Sniper Elite 5 — co-owned “War Factory” level from whitebox to ship: layout, objectives scripting, collision, art direction
- Co-led system design for new Horde Mode in Zombie Army 4; designed and implemented 5 Horde maps including enemy population and event scripting
- Created a major campaign level with new mechanics (“Death Collector”) blending open-world and Horde action
- Supervised external team on Horde Map delivery — milestones, weekly reviews, technical support and training
Radiant Worlds • Senior Designer • Aug 2016 to Nov 2017
- Created the rolling Events system for SkySaga: Infinite Isles.
- Designed and implemented FTUE menu-flow and video tutorial systems
Team Lumo • Lead Designer and Co-Founder • March 2014 to July 2016
- Created, developed and launched 2 original games – Lumo Deliveries Inc. and Lumo’s Cat.
- Designed and implemented all game levels
- Led meta-game and economy design
SEGA Hardlight • Level Designer and Script Writer • Nov 2013 to March 2014 • Contract
- Level design for all primary missions on Crazy Taxi: City Rush
- Wrote narrative scripts and storyboards for cutscenes
- Contributed to game structure and progression design
Modern Dream • Lead Designer • Sep 2013 to October 2013 • Post-Blitz project resurrection
- Led technical design to convert Typing of the Dead: Overkill from light-gun shooter to text-shooter
- Led the text writing process
- Converted, edited and re-balanced 3 complete levels
- Contributed to client contact before and after project resurrection
Blitz Games Ltd • Design Manager • Jul 2004 to Sep 2013
- Game design leadership and team management across 8 projects
- Took charge of game system design and level design – notable achievements include:
- Created Kumo Lumo, an original iOS game – brought to market as Blitz’s first mobile title.
- Led design on a live, server-based environmental game including true-to-life ecology
- Led design team on Kinect launch-window title; including interaction design and game design
- Designed a procedural “natural language” feedback system for American Idol games
- Clients include SEGA, Google, Bandai-Namco, Konami, Microsoft and more
Blitz Games Ltd • Designer/Artist • Jun 1998 to Jun 2004
- Game design, level design and scripting
- Directed cutscenes on several projects.
Attributes and Soft Skills
- Creativity and Vision – Creating and delivering new ideas, games and narratives from my own “blank page” – or developing ideas from within the team and client structure.
- Practicality – Turning a great idea into a fully functional, polished feature, creating tasks, proposing technical requirements and offering direction to the team.
- Team Collaboration and Cross Discipline Working – Excellent track record of partnering with the Code, Art and UI/UX teams as well as the live-ops teams. I am also very comfortable working alongside the wider structure of publishing, marketing and corporate partners.
Human Stuff
After 28 years in the game industry, I am perhaps more enthused and passionate than ever about creating high quality games, stories and experiences. When I am away from the controller I enjoy reading and writing. I am an enthusiastic fiction writer with short stories and a completed (to first draft) novel in the can.
Away from the desk I love walking, cycling, photography, astronomy, theatre and cinema, going to the gym and general family life.
If I wasn’t making games then I probably would be writing novels or comics because I don’t really know how to do anything apart from making things up. So far this has worked out well for me.
Personal Projects
TDX – Tower Defence with a slice of RTS and a side serving of cyber punk narrative.
https://jogosity.github.io/TDX
Public Speaking
- GDC Europe (Cologne 2015) – Fear Love and Great Big Ideas (91% positive reviews, 3rd best in design track
- Pocket Gamer Connects (London 2016) – What Kind of an Indie Dev Are You?
- Pocket Gamer Connects (London 2015) – Design from the Heart
Full Game Credits
(see Games Portfolio for more details)
Meta: March 2022 to August 2026
- Profit or Perish – Game Designer (Senior Design / Live Ops Lead)
- Kaiju City Showdown – Game Designer (Senior Designer/Monetisation DRI)
- Crayta – Marketing Game Designer
Rebellion: November 2017 to February 2022
- Sniper Elite 5 – Senior Designer
- Zombie Army 4: Dead War – Senior Designer
Radiant Worlds: August 2016 to November 2017
- SkySaga: Infinite Isles – Senior Designer/Scrum Lead
Lumo Developments Ltd (Co-Founder): March 2014 to July 2016
- Lumo’s Cat & the Co-op Collider (2016) Apple TV- Design Director
- Lumo’s Cat (2015) iOS – Design Director
- Lumo Deliveries Inc. (2014) iOS – Design Director
SEGA Hardlight: November 2013 to March 2014 (Contract)
- Crazy Taxi: City Rush (2014) iOS/Android – Level Designer & Writer
Modern Dream: September to October 2013 (Contract)
- The Typing of the Dead Overkill (2013) – Design Manager & Writer
Blitz Games Studios: 1998 to September 2013.
- Kumo Lumo (2012) iOS – Creator and Design Manager
- Land for the Lorax (2011) – Web – Design Manager
- Yoostar 2 – In the Movies (2010) – Design Manager
- Karaoke Revolution Series – (2004 – 2009) – 4 Titles – Design Manager
- Pac-Man World 3 – (2004) Design Manager
- Bad Boys 2 – (2003) – Senior Designer/Scrum Leader
- Fairly Odd Parents – Shadow Showdown (2003) – Cutscene Director
- Zapper (2002) – Assistant Manager
- Fuzion Frenzy – (2001) Xbox Exclusive Launch Title – Designer/3D Artist
Education
BA (Hons) Animation – University of Wales – Graduated in 1997
(Course taken at Newport School of Art & Design which was merged into the University of Wales whilst I was studying.)